- Bigger
- Aligned to the Tally boxes
- Each emerald slides in one-by-one over the duration of
the Tally
- Flash after the final emerald slides into place
- k_hud.c: Add K_DrawSticker function (was previously named M_DrawSticker)
- Seperated the confirm handling into the menu ticker (fixes the confirm delay being framerate dependent)
- Updated to use the button graphics
- A K_drawButtonAnim function is also provided for convince, since I figured it would have more future uses
- This also makes all of the button patches global, in addition
- 2p: In 1p position (slides from right)
- 3p/4p: In top-middle of screen (slides from top)
- Uses time from the display with the highest time, which covers exiting, no contest, etc
- Exposes V_ flags in the function signature
- K_drawKartTimestamp: Significantly less messy, no longer dependent on static variables, and no longer iterates over M_GetLevelEmblems every rendered frame(!!)
- TODO: Still handles playing sound in the drawer
- K_PrepareTimeAttack: Initial generation of a struct of emblems/text is handled on the menu
- G_UpdateRecords: Updated in-game if you unlock the next medal there
This commit was amended to centralise the new material in g_game.c and reduce the number of header additions required.
- Precache M_NOLVL.
- Make all width calculations relative to a lump 320 pixels wide, to make outdated map thumbnails much, MUCH more visible.
- Add K_DrawLikeMapThumbnail to draw a 320x200 patch like a map thumbnail (currently used only for RANDOMLVL).
- Handles map thumbnail drawing in a way agnostic to patch size
- Specify a desired final width in pixels `<< FRACBITS`, not a scale - more specific for our incoming varied purposes.
- Encore and voting screen Random have to be handled externally
- Put in k_hud.c because I'm not sure where would be most appropriate snd it works well enough, can be moved later
Instead of the absolute insanity that is V_DrawCroppedPatch, which makes you specify the number of pixels to crop off the top/left and then the number of pixels to show after the crop ... you just use V_SetClipRect to create a rectangle for any future draws to be cropped down to, and V_ClearClipRect afterwards to clear it.
Currently only supported by V_DrawStretchyFixedPatch. Ideally other drawing functions should also receive clipping rectangle support too.
* Icon selection
* You can use up, down, left, right, etc to select icons on the Challenges menu
* The text at the top changes based on the highlighted icon
* This text is now ??? if not yet unlocked
* Uses the border for character rank icons
* Challenges are now accessible on the Extras menu alongside Addons and Replay Hut.
* Previously there was a "Extras Checklist" dummy which did nothing when selected
* Now I won't have to clear my gamedata every time I want to check this menu!
* M_ChallengeGridExtraData's array is modified to now contain specific info on whether a given tile is connected to above or left (or both).
All typedefs for structs that were present in other header
files have been moved to here. (Except node_t because the
renderer and netcode both define node_t LOL.)